Engineers How many slots you need [materials]

Desired number of slot


  • Total voters
    133
  • Poll closed .
Personally, in 2 weeks, my inventory is almost full. Ideally, how many slots do you need?
Just a quick pool, to have your opinion on this point.

Frontier question: why do you have limited the number of slots? Is it a question of gameplay or server limitations?
 
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Good question ! I just voted "same as actually" because I would prefer (later, season 3...) fixed storages for players in stations, I explain my view:

First, by having 600/200 you can wait a little bit before cleaning your (bag). Two, you must choose, decide, accepting idea you cannot have all things at same time. These days I am not full but I limit numbers of low rate materials (40 --> 30 --> 25) I can find everywhere, when I am near 500/150.

I think that if players ask dev's to upgrade (bag) sizes today, It will be harder for them to ask for new storages in stations later. This point of view is not important now, but I know how it is hard to retire materials just because you move from a big cargo ship (trading, mining) to a fighting ship (with small cargo inside just helping to upgrade it with engineers). You can answer that limitations you speak about don't concern the cargo storage, but the (bag) you always keep with you when you move from ships to ships. I just consider that having a bigger size in the bag could limit later possibility to have fixed containers (cargo + bag) in stations. In two words: I really prefer ask now for fixed storages in stations than having bigger capacity on me.

To finish, I think numbers allowed 600/200 are enormous when I take a look to my pockets in the cockpit.

Fly safe o/
 
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I need many more. 5000/10000 or infinite.
600 is really not enough, i filled that after a weekend, and i of course discarded the most of very commons and commons.
 
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The problem is: you never know wich and how many materials you will require in future.
How many CMDR will be        off if they drop a rare material required for an not yet unlocked engineer without knowing it?
We already have difficulties to find some of them...
 
Given the RNG nature of modifications I voted for 10,000.

Forcing "how to play the game" onto someone (aka limited space & 3 tiered RNG) isn't quite "blaze your own trail" now is it ? ;)
 
If dev's had given 10,000 from the 2.1.0, I am sure pilots would have asked for 20000 three weeks later. 600/200 is a really nice opportunity for us without any equipment needed. I really prefer to debate for more pilots options IN stations than on themselves. 600/200 is really big just in hands and pockets ! If we have to pull for better storage capacities, it is somewhere else...
 
What we have now is enough, it works, alltough its not very comfortable. Lots of throwing away this and that micromanagment, wouldn't mind having more but I think they don't want us to hoard too much to prevent too excessive mod-spamming.
 
Many materials no storage in station, so 600 is not enough and I m continually full of materials. Manage a backpack sticky is not fun.
 
Some people are having a hoarder complex about these. Learn what you want to modify then single out those materials and dump the rest.
 
I'm fairly indifferent either way. I can figure out how to cull uninteresting materials/data under the current system, and if it's doubled I'll learn to cull under that system. It wouldn't hurt my feelings if it were higher but I can live without it.

I do have a bit of an issue with the commodities that can't be purchased (e.g. modular terminals). There's a huge incentive to grab those whenever you see a mission for them. But that means you almost always have a non-zero amount of cargo which renders combat focused ships like vultures without cargo holds as entirely useless unless you're willing to dump it.

I have zero issue flying off to some corner of the galaxy to buy a random commodity so things like modular terminals either need to be made into a material or a source for them needs to be generated .... that or this whole station based cargo thing (which I'm not all that enamored with).
 
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I think that FD should make a new internal ship module called <Material Bay> and get rid of this mysterious black hole of a material hold. Its size would depend on the ship type and this functionality must come along with insurable cargo Basically if you die - you respawn with your mats and cargo, as long as you have enough credits to pay the insurance.
Smallest material bays in eagles/sw/haulers could hold 1000 materials, Large ships could hold as much as 5000 materials.
And of course, shifting materials from one ship to another would be easy peasy, you could shift mats from one ship to another any way you want.
 
I can't vote... There's no "other" option. With storage inbound ( crossing my fingers for this one ) I still stick with my idea of giving a 200 material allowance at each engineer site as storage, and arguably reduce the storage on our ship.

Anything beyond your second option ( 1000 ) is unreasonable. Managing your resources is a thing. We can argue about how much we'll need to manage or micro-manage, but revoking this concept is not going to happen. At all. It's injustifiable both in-game and with the game concept.
 
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Personally, in 2 weeks, my inventory is almost full. Ideally, how many slots do you need?
Just a quick pool, to have your opinion on this point.

Frontier question: why do you have limited the number of slots? Is it a question of gameplay or server limitations?

I clear out 100-200 each night and I don't use them...

Almost wish I hadn't wasted my time collecting them.
 
I think any global limit is basically too low. It should either be NO limit, or a per-material limit of 1000 or so. No limit is much preferred. There's no technical reason to have a limit. There can't be unless they designed this is some REALLY odd way. I filled my inventory in days. Managing it is a chore and it's annoying when you need materials you've gathered hundreds of but had to throw away.

This, to me, is the number one issue with Engineers. Second one being the commodity requirements without having commodity storage feature.
 
Anything beyond your second option ( 1000 ) is unreasonable. Managing your resources is a thing. We can argue about how much we'll need to manage or micro-manage, but revoking this concept is not going to happen. At all. It's injustifiable both in-game and with the game concept.

Why should it be a thing? Do you find "managing resources" fun? Do you find it fun to go SRV mining for 4 hrs and throw away 99.9% of what you found?

Inventory management as a game feature is always a bad thing. It's never fun, and usually only justified for database storage reasons. This is fine if there is an actual cost to database storage, but for materials there clearly isn't. It's a number. That number can be higher or lower without additional cost.

The closest we get to Elite Materials in terms of MMO storage is probably Guild Wars 2. They have a crafting material storage system that's independant from bank/inventory slots. You can deposit resources from the field (huge time saver) and have a large per-resource storage limit. This limit can be further increased using a cash store purchase up to 1000 I believe.

What they understood is that you need a per-resource limit, not a global limit. If GW2 has a global limit of 1000 (or 600) it would have been useless.

What this global limit means is that you don't have very common/common materials available when you need them. You had to throw them away. This is horrible gameplay. I spend countless hours playing, gathering stuff only to be forced to throw them away because the stuff I'm looking for is rare. Rare stuff is fine. Having to throw away the more common stuff I find when I collect the rares? Unforgivable. You're basically forcing players to play for hours with no meaningful increase in materials.
 
Unable to vote, missing the only believable option "materials require physical storage space as opposed to being secreted in magic pockets"
 
Why should it be a thing? Do you find "managing resources" fun? Do you find it fun to go SRV mining for 4 hrs and throw away 99.9% of what you found?

Inventory management as a game feature is always a bad thing. It's never fun, and usually only justified for database storage reasons. This is fine if there is an actual cost to database storage, but for materials there clearly isn't. It's a number. That number can be higher or lower without additional cost.

The closest we get to Elite Materials in terms of MMO storage is probably Guild Wars 2. They have a crafting material storage system that's independant from bank/inventory slots. You can deposit resources from the field (huge time saver) and have a large per-resource storage limit. This limit can be further increased using a cash store purchase up to 1000 I believe.

What they understood is that you need a per-resource limit, not a global limit. If GW2 has a global limit of 1000 (or 600) it would have been useless.

What this global limit means is that you don't have very common/common materials available when you need them. You had to throw them away. This is horrible gameplay. I spend countless hours playing, gathering stuff only to be forced to throw them away because the stuff I'm looking for is rare. Rare stuff is fine. Having to throw away the more common stuff I find when I collect the rares? Unforgivable. You're basically forcing players to play for hours with no meaningful increase in materials.

2 small personal answers:


1/ Yes, managing ressources is fun ! When you have to make hard choices, when you need organise priorities, you can accept it and enjoy the game. ED is a long time building game in which you cannot get things easily; price of quality is patience. The looting system you speak about with GW2 is fantastic because you play in a fantastic universe. ED tries to show you the Milky Way in 3400, with some SF effects but with realistic elements too. I try to see this game as a small simulation, although I know this is just a game.

2/ Yes, the storage organisation is NOT usefull and will not help pilots to gain time when they fly, until dev's decide to add other storage options. I don't want to repeat what I wrote earlier but having realistic fixed storage options in stations (your usual station or engineers places, nevermind) is better than having so many materials in our magic pockets.

In two words, the storage system is going to become a big matter for a lot of pilots, asking later dev's for more and more cargo + virtual racks. Aymerix has a good idea to suggest this thread. I thought a few days ago that this matter would be solved later (avatars, multicrew... stations FPS so housing... hum ok sorry I retire it, bad joke) but I see here and I listen on my TS channel that FD should have a look to this, because you are absolutly right: pilots cannot waste hours to loot what they will destroy later, needing real storage options and transfer protocols in this game.
 
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